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- /*
- * BuildingManager.cpp, part of VCMI engine
- *
- * Authors: listed in file AUTHORS in main folder
- *
- * License: GNU General Public License v2.0 or later
- * Full text of license available in license.txt file, in main folder
- *
- */
- #include "StdInc.h"
- #include "ArmyManager.h"
- #include "../../CCallback.h"
- #include "../../lib/mapObjects/MapObjects.h"
- void ArmyManager::init(CPlayerSpecificInfoCallback * CB)
- {
- cb = CB;
- }
- void ArmyManager::setAI(VCAI * AI)
- {
- ai = AI;
- }
- std::vector<SlotInfo> ArmyManager::getSortedSlots(const CCreatureSet * target, const CCreatureSet * source) const
- {
- const CCreatureSet * armies[] = { target, source };
- //we calculate total strength for each creature type available in armies
- std::map<const CCreature *, SlotInfo> creToPower;
- std::vector<SlotInfo> resultingArmy;
- for(auto armyPtr : armies)
- {
- for(auto & i : armyPtr->Slots())
- {
- auto cre = dynamic_cast<const CCreature*>(i.second->getType());
- auto & slotInfp = creToPower[cre];
- slotInfp.creature = cre;
- slotInfp.power += i.second->getPower();
- slotInfp.count += i.second->getCount();
- }
- }
- for(auto pair : creToPower)
- resultingArmy.push_back(pair.second);
- boost::sort(resultingArmy, [](const SlotInfo & left, const SlotInfo & right) -> bool
- {
- return left.power > right.power;
- });
- return resultingArmy;
- }
- std::vector<SlotInfo>::iterator ArmyManager::getWeakestCreature(std::vector<SlotInfo> & army) const
- {
- auto weakest = boost::min_element(army, [](const SlotInfo & left, const SlotInfo & right) -> bool
- {
- if(left.creature->getLevel() != right.creature->getLevel())
- return left.creature->getLevel() < right.creature->getLevel();
-
- return left.creature->getMovementRange() > right.creature->getMovementRange();
- });
- return weakest;
- }
- std::vector<SlotInfo> ArmyManager::getBestArmy(const CCreatureSet * target, const CCreatureSet * source) const
- {
- auto resultingArmy = getSortedSlots(target, source);
- if(resultingArmy.size() > GameConstants::ARMY_SIZE)
- {
- resultingArmy.resize(GameConstants::ARMY_SIZE);
- }
- else if(source->needsLastStack())
- {
- auto weakest = getWeakestCreature(resultingArmy);
- if(weakest->count == 1)
- {
- resultingArmy.erase(weakest);
- }
- else
- {
- weakest->power -= weakest->power / weakest->count;
- weakest->count--;
- }
- }
- return resultingArmy;
- }
- bool ArmyManager::canGetArmy(const CArmedInstance * target, const CArmedInstance * source) const
- {
- //TODO: merge with pickBestCreatures
- //if (ai->primaryHero().h == source)
- if(target->tempOwner != source->tempOwner)
- {
- logAi->error("Why are we even considering exchange between heroes from different players?");
- return false;
- }
- return 0 < howManyReinforcementsCanGet(target, source);
- }
- ui64 ArmyManager::howManyReinforcementsCanBuy(const CCreatureSet * h, const CGDwelling * t) const
- {
- ui64 aivalue = 0;
- TResources availableRes = cb->getResourceAmount();
- int freeHeroSlots = GameConstants::ARMY_SIZE - h->stacksCount();
- for(auto const & dc : t->creatures)
- {
- creInfo ci = infoFromDC(dc);
- if(!ci.count || ci.creID == CreatureID::NONE)
- continue;
- vstd::amin(ci.count, availableRes / ci.cre->getFullRecruitCost()); //max count we can afford
- if(ci.count && ci.creID != CreatureID::NONE) //valid creature at this level
- {
- //can be merged with another stack?
- SlotID dst = h->getSlotFor(ci.creID);
- if(!h->hasStackAtSlot(dst)) //need another new slot for this stack
- {
- if(!freeHeroSlots) //no more place for stacks
- continue;
- else
- freeHeroSlots--; //new slot will be occupied
- }
- //we found matching occupied or free slot
- aivalue += ci.count * ci.cre->getAIValue();
- availableRes -= ci.cre->getFullRecruitCost() * ci.count;
- }
- }
- return aivalue;
- }
- ui64 ArmyManager::howManyReinforcementsCanGet(const CCreatureSet * target, const CCreatureSet * source) const
- {
- auto bestArmy = getBestArmy(target, source);
- uint64_t newArmy = 0;
- uint64_t oldArmy = target->getArmyStrength();
- for(auto & slot : bestArmy)
- {
- newArmy += slot.power;
- }
- return newArmy > oldArmy ? newArmy - oldArmy : 0;
- }
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